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Mailing List Logs for ShadowRN

From: Loki <daddyjim@**********.COM>
Subject: Re: Robs Questions - Part 1
Date: Thu, 25 Sep 1997 23:05:29 -0700
---Rob Harris wrote:
>
> 1) Reinforcements - Can this card be played on a team that has
already
> passed
> all the challenges on an objectice, so that you could lay
down a whole
> other set of challenges that they would have to phase on the
current
> shadowrun?

Sure, why not? There's the "natural pause" between the moment the last
challenge is passed and before you move on to deal with or twake the
objective. The stinger could be played at that time.

> 2) Wanted - Do you attack the Wanted! character during
> a)The WANTED! character's player's legwork phase
> b)The legwork phase of each opponent?

Group consensus seems to be each individual opponents legwork phase.

> 3) Operation Cottonmouth - The card seems to say that only the owner
(the
> person who played the card) can add the +2/+2(A+1) to one
challenge.
> This would imply that the person who played the card's team
would
> never have to worry about that (because he would never play
it on
> himself). Is this correct?

Exactly! That's why it's one of the objectives in my deck. ;o)

> 4) No Way Out - Can this be played on a group of runners, after a
card (say
> a
> challenge) sent the runners home to force them to continue
the run?

I'd say so. That's how I play it anyways, especially when I know I
have a nasty as the next challenge and the running team won't stand up
against it.

> b) Subpart b - The card states that the runners may sleaze
the
> challenge like normal. If the alarm is already set,
the
> challenge may not be sleazed, correct?

My personal opinion is that you "may sleaze the challenge as normal"
means if the next challenge could normally be sleazed if you'd
voluntarily chose to continue on to it, then it may still be sleazed
(IOW - No Way Out does not automatically trigger the alarm). However,
if you couldn't sleaze the next card if you'd gone on normally (i.e. -
the alram is already triggered, then you can't sleaze it with No Way
Out. NWO isn't an alarm reset or auto-sleaze.

> 5) Finally - Time Delayed Bomb - What am I doing wrong? This card
seems
> inferior to Boby Trap in every way! What is the advanctage
of this
> card? It is easier to sleaze, it does not neccesarily kill
anyone
> when it blows up, and it may not happen! Does it end the run
or
> something? Tell me what I am missing, because I can't even
find
> a specialized use for this card!

Time Delayed Bomb
Type: Challenge
Description: (Misc.).
Notes: If alarm is triggered place Time-Delayed Bomb in Shadowrunning
players safehouse. Until Bomb explodes, target player must roll a D6
at the start of his turn. On 5+, the Bomb explodes and a randomly
chosen Runner in the Safehouse takes 5 damage. Trash after explosion.
Athletics, Technical-2 or Demolition.

That's it. It triggers the alarm, and then possibly somewhere down the
road it deals 5 damage to a random runner (which may kill a good
number of the runners). The only two real advantages over Booby Trap
(BT) are:

1. It's in the safehouse and may take out someone like a decker or
rocker that normally doesn't go in on runs (and thus wouldn't usually
hit a BT).

2. It's a randomly chosen runner, so unlike with BT your opponent cant
chose who gets sacrificed.

-== Loki ==-
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